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Rahul Chandra

AI/Gameplay Programmer

About Me

ABOUT ME

I focus on building responsive, designer-friendly systems that are easy to extend and fun to play. I love games, but I’m even more passionate about building them. When a mechanic or feature feels great, I break it down and rebuild it, that's how I grow as a developer.

I'm a Gameplay Programmer with over three years of experience in Unreal Engine (C++) and Unity (C#). I’ve developed systems ranging from weapons, 3Cs, and UI to parkour traversal, combat, and AI.


You can check my resume and my code repository. Feel free to reach out via email if you'd like to learn more or discuss potential opportunities.

TOP PROJECTS

Top Projects

Modular Weapons System

âš’ Unreal Engine | C++ | Blueprints

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Inspired by tactical shooters and stealth-action titles like Hitman, Call of Duty, and Sniper Elite, this modular and designer-friendly weapon system enables fast weapon switching, multiplayer integration, and dynamic visual feedback. Built for flexibility, it allows easy adjustments to weapon stats, effects, and behavior without touching code, making it ideal for rapid iteration and clean project scaling.

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  • Data-driven weapon assets using UWeaponDataAsset for easy tuning of damage, fire rate, recoil, and effects in-editor.

  • Modular code structure with firing, reloading, and ammo logic in APWeapon, and VFX/SFX handled in separate components.

  • Real-time UI feedback through events like OnWeaponFired, updating crosshairs, ammo, and hit markers instantly.

Procedural Parkour and Traversal Animation System

âš’ Unreal Engine | C++ | Blueprints

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I created a designer-friendly parkour system that enables dynamic movement through wall runs, vaults, mantles, and climbing.

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Built using Unreal Engine 5 and C++, it leverages procedural IK, motion warping, and Control Rig to create fluid, responsive traversal without relying on authored animation blueprints.

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Designed for flexibility, the system supports rapid iteration and clean integration into both linear and open-world level designs.​

RPG Fantasy Combat Mechanics

âš’ Unreal Engine | C++ | Blueprints

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Built in 4 days using Unreal Engine 5 C++, this modular melee combat system features directional lock-on, stamina-based light/heavy combos, and precise hit detection.

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Combat is fully component-based (Combat, Stats, Trace, Actions) and interface-driven (IFighter, IEnemy), enabling clean logic separation and reuse. Attacks, rolls, and VFX are synced using custom AnimNotifies, with socket-based tracing for accurate weapon hits.

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Inspired by Sekiro, it delivers scalable, designer-friendly combat logic with responsive player movement and cinematic feel.

The Wombats : Official Game(MVG Studios)

âš’ Unity Engine | C#

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I implemented core systems including swipe-based vehicle controls, AI opponents, mobile optimization, and animated UI using DOTween.

 

Integrated ad networks and built tools for level design while ensuring smooth performance on low-end devices. Collaborated with designers and QA to refine mechanics and improve player feedback.

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What I achieved:

  • Building responsive input systems and AI using Unity's physics and event system

  • Profiling and optimizing mobile performance through memory and asset management

  • Using DOTween for clean and modular UI animation workflows.

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Tikky Tokky Drop Game (MVG Studios)

âš’ Unity Engine | C#

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Worked as a Game Programmer on TikkyTokky Drop Game, an endless runner featuring social media influencers, developed under BeGames Ltd using Unity and C#.

 

I implemented core gameplay including swipe-based movement, procedural level generation, dynamic obstacles, and multiple map systems.

 

Built modular tools to streamline level creation and integrated Unity Ads, IAP, leaderboards, and Facebook SDK for monetization and analytics. 

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What I achieved:

  • Designing procedural content systems for mobile games

  • Building flexible gameplay logic and AI-driven obstacles

  • Profiling performance and memory using Unity’s Profiler.​

Procedural Maze Generation Tool

âš’ C++ | Qt | OpenGL

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Developed a procedural maze generation tool in C++ using CLion, Qt, and the NGL graphics library.

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The system allows users to generate mazes at runtime using selectable algorithms like Prim’s, Wilson’s, and DFS with backtracking. 

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What I achieved:

  • Implementing graph-based algorithms in a practical, visual context

  • Using data structures like trees, graphs, and stacks for pathfinding and generation

  • Building cross-platform C++ applications with CMake, Ninja, and vcpkg

  • Creating interactive UI systems with Qt and integrating real-time rendering

  • Writing testable code using Google Test and maintaining code with Git

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Unreal Engine Editor Inbuilt Toolkit 

âš’ Python | Unreal Engine

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Editor toolkit designed to streamline asset management, actor placement, and scene organization.

 

Built as part of a technical assignment at Bournemouth University using Unreal 5.2.1 and PySide2, the tool automates repetitive tasks within the editor through a custom UI, improving workflow speed and reducing manual errors.

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What I achieved:

  • Building custom Python tools within the Unreal Engine pipeline

  • Integrating PySide2 GUIs into Unreal Editor workflows

  • Automating level design and asset organization tasks

  • Improving production efficiency through editor scripting

  • Setting up and managing Python environments within UE projects

 © 2025 Rahul Chandra 

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